changeset 1790:5ace90f129d3

Player::AddVariable value capping done with calls to min, setplayerbuffanim and playsound contition variables removed
author Grumpy7
date Thu, 03 Oct 2013 08:32:59 +0200
parents 4d70df78baca
children 9f610f471283
files Player.cpp
diffstat 1 files changed, 88 insertions(+), 240 deletions(-) [+]
line wrap: on
line diff
--- a/Player.cpp	Thu Oct 03 08:06:29 2013 +0200
+++ b/Player.cpp	Thu Oct 03 08:32:59 2013 +0200
@@ -6040,7 +6040,6 @@
   signed int v28; // eax@176
   int v29; // [sp-8h] [bp-40h]@84
  // signed int v30; // [sp-4h] [bp-3Ch]@4
-  int v31; // [sp-4h] [bp-3Ch]@84
   ItemGen item; // [sp+Ch] [bp-2Ch]@45
   unsigned int v33; // [sp+30h] [bp-8h]@34
   char v34; // [sp+37h] [bp-1h]@1
@@ -6066,14 +6065,14 @@
           switch ( var_type )
           {
             case VAR_RandomGold:
-              if ( !val )
+              if ( val == 0 )
                 val = 1;
               v6 = rand();
               party_finds_gold(v6 % val + 1, 1);
               GameUI_DrawFoodAndGold();
               return;
             case VAR_RandomFood:
-              if ( !val )
+              if ( val == 0 )
                 val = 1;
               v7 = rand() % val + 1;
               Party::GiveFood(v7);
@@ -6093,63 +6092,37 @@
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_CurrentHP:
-              v8 = &this->sHealth;
-              *v8 += val;
-              if ( this->sHealth <= this->GetMaxHealth() )
-              {
-                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
-                PlayAwardSound(uPlayerIdx);
-                return;
-              }
-              v9 = this->GetMaxHealth();
-              *v8 = v9;
+              this->sHealth = min(this->sHealth + val, this->GetMaxHealth() );
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_MaxHP:
-              v10 = this->GetMaxHealth();
               this->_health_related = 0;
               this->uFullHealthBonus = 0;
-              this->sHealth = v10;
+              this->sHealth = this->GetMaxHealth();
               return;
             case VAR_CurrentSP:
-              v8 = &this->sMana;
-              *v8 += val;
-              if ( this->sMana > GetMaxMana() )
-              {
-                v9 = this->GetMaxMana();
-                *v8 = v9;
-              }
+              this->sMana = min(this->sMana + val, this->GetMaxMana() );
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_MaxSP:
-              v11 = GetMaxMana();
               this->_mana_related = 0;
               this->uFullManaBonus = 0;
-              this->sMana = v11;
+              this->sMana = GetMaxMana();
               return;
             case VAR_ACModifier:
-              v12 = &this->sACModifier;
-              *v12 += val;
-              if ( *v12 > 255 )
-                *v12 = 255;
+              this->sACModifier = min(this->sACModifier + val, 255);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_BaseLevel:
-              v12 = (__int16 *)&this->uLevel;
-              *v12 += val;
-              if ( *v12 > 255 )
-                *v12 = 255;
+              this->uLevel = min(this->uLevel + val, 255);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_LevelModifier:
-              v12 = &this->sLevelModifier;
-              *v12 += val;
-              if ( *v12 > 255 )
-                *v12 = 255;
+              this->sLevelModifier = min(this->sLevelModifier + val, 255);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
@@ -6159,52 +6132,26 @@
             case VAR_Award:
               if (_449B57_test_bit(this->_achieved_awards_bits, val) && pAwards[val].pText )
               {
-                v34 = 1;
-                v3 = 1;
                 this->PlaySound(SPEECH_96, 0);
+                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
+                PlayAwardSound(uPlayerIdx);
               }
-              v15 = (char *)this->_achieved_awards_bits;
-              _449B7E_toggle_bit((unsigned char *)v15, val, 1);
-              if ( v34 != 1 )
-              {
-                if ( v3 != 1 )
-                  return;
-                PlayAwardSound(uPlayerIdx);
-                return;
-              }
-              pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
-              if ( v3 != 1 )
-                return;
-              PlayAwardSound(uPlayerIdx);
+              _449B7E_toggle_bit(this->_achieved_awards_bits, val, 1);
               return;
             case VAR_Experience:
-              this->uExperience += val;
-              if ( this->uExperience > 4000000000i64 )
-                this->uExperience = 4000000000i64;
+              this->uExperience = min(this->uExperience + val, 4000000000i64);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_QBits_QuestsDone:
               if ( !_449B57_test_bit(pParty->_quest_bits, val) && pQuestTable[val] )
               {
-                //v17 = pPlayers[uPlayerIdx + 1];
                 bFlashQuestBook = 1;
-                v34 = 1;
-                v3 = 1;
                 this->PlaySound(SPEECH_93, 0);
+                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
+                PlayAwardSound(uPlayerIdx);
               }
               _449B7E_toggle_bit(pParty->_quest_bits, val, 1);
-              if ( v34 != 1 )
-              {
-                if ( v3 != 1 )
-                  return;
-                PlayAwardSound(uPlayerIdx);
-                return;
-              }
-              pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
-              if ( v3 != 1 )
-                return;
-              PlayAwardSound(uPlayerIdx);
               return;
             case VAR_PlayerItemInHands:
               item.Reset();
@@ -6223,64 +6170,43 @@
               party_finds_gold(val, 1);
               return;
             case VAR_BaseMight:
-              v18 = (__int16 *)&this->uMight;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->uMight = min(this->uMight + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_BaseIntellect:
-              v18 = (__int16 *)&this->uIntelligence;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->uIntelligence = min(this->uIntelligence + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_BasePersonality:
-              v18 = (__int16 *)&this->uWillpower;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->uWillpower = min(this->uWillpower + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_BaseEndurance:
-              v18 = (__int16 *)&this->uEndurance;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->uEndurance = min(this->uEndurance + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_BaseSpeed:
-              v18 = (__int16 *)&this->uSpeed;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->uSpeed = min(this->uSpeed + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_BaseAccuracy:
-              v18 = (__int16 *)&this->uAccuracy;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->uAccuracy = min(this->uAccuracy + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_BaseLuck:
-              v18 = (__int16 *)&this->uLuck;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->uLuck = min(this->uLuck + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
@@ -6313,12 +6239,8 @@
           return;
         }
 LABEL_62:
-        v19 = (__int16 *)&this->uMightBonus;
-        *v19 += val;
-        if ( *v19 > 255 )
-          *v19 = 255;
-        v31 = 0;
-        this->PlaySound(SPEECH_91, v31);
+        this->uMightBonus = min(this->uMightBonus + val, 255);
+        this->PlaySound(SPEECH_91, 0);
         pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
         PlayAwardSound(uPlayerIdx);
         return;
@@ -6331,156 +6253,102 @@
           {
             case VAR_ActualIntellect:
 LABEL_66:
-              v19 = (__int16 *)&this->uIntelligenceBonus;
-              *v19 += val;
-              if ( *v19 > 255 )
-                *v19 = 255;
-              v31 = 0;
-              this->PlaySound(SPEECH_91, v31);
+              this->uIntelligenceBonus = min(this->uIntelligenceBonus + val, 255);
+              this->PlaySound(SPEECH_91, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_ActualPersonality:
 LABEL_67:
-              v19 = (__int16 *)&this->uWillpowerBonus;
-              *v19 += val;
-              if ( *v19 > 255 )
-                *v19 = 255;
-              v31 = 0;
-              this->PlaySound(SPEECH_91, v31);
+              this->uWillpowerBonus = min(this->uWillpowerBonus + val, 255);
+              this->PlaySound(SPEECH_91, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_ActualEndurance:
 LABEL_68:
-              v19 = (__int16 *)&this->uEnduranceBonus;
-              *v19 += val;
-              if ( *v19 > 255 )
-                *v19 = 255;
-              v31 = 0;
-              this->PlaySound(SPEECH_91, v31);
+              this->uEnduranceBonus = min(this->uEnduranceBonus + val, 255);
+              this->PlaySound(SPEECH_91, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_ActualSpeed:
 LABEL_69:
-              v19 = (__int16 *)&this->uSpeedBonus;
-              *v19 += val;
-              if ( *v19 > 255 )
-                *v19 = 255;
-              v31 = 0;
-              this->PlaySound(SPEECH_91, v31);
+              this->uSpeedBonus = min(this->uSpeedBonus + val, 255);
+              this->PlaySound(SPEECH_91, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_ActualAccuracy:
 LABEL_70:
-              v19 = (__int16 *)&this->uAccuracyBonus;
-              *v19 += val;
-              if ( *v19 > 255 )
-                *v19 = 255;
-              v31 = 0;
-              this->PlaySound(SPEECH_91, v31);
+              this->uAccuracyBonus = min(this->uAccuracyBonus + val, 255);
+              this->PlaySound(SPEECH_91, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_ActualLuck:
 LABEL_71:
-              v19 = (__int16 *)&this->uLuckBonus;
-              *v19 += val;
-              if ( *v19 > 255 )
-                *v19 = 255;
-              v31 = 0;
-              this->PlaySound(SPEECH_91, v31);
+              this->uLuckBonus = min(this->uLuckBonus + val, 255);
+              this->PlaySound(SPEECH_91, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_FireResistance:
-              v18 = &this->sResFireBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResFireBase = min(this->sResFireBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_AirResistance:
-              v18 = &this->sResAirBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResAirBase = min(this->sResAirBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_WaterResistance:
-              v18 = &this->sResWaterBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResWaterBase = min(this->sResWaterBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_EarthResistance:
-              v18 = &this->sResEarthBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResEarthBase = min(this->sResEarthBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_SpiritResistance:
-              v18 = &this->sResSpiritBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResSpiritBase = min(this->sResSpiritBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_MindResistance:
-              v18 = &this->sResMindBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResMindBase = min(this->sResMindBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_BodyResistance:
-              v18 = &this->sResBodyBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResBodyBase = min(this->sResBodyBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_LightResistance:
-              v18 = &this->sResLightBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResLightBase = min(this->sResLightBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_DarkResistance:
-              v18 = &this->sResDarkBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResDarkBase = min(this->sResDarkBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
               return;
             case VAR_MagicResistance:
-              v18 = &this->sResMagicBase;
-              *v18 += val;
-              if ( *v18 > 255 )
-                *v18 = 255;
+              this->sResMagicBase = min(this->sResMagicBase + val, 255);
               this->PlaySound(SPEECH_92, 0);
               pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
               PlayAwardSound(uPlayerIdx);
@@ -6490,12 +6358,8 @@
           }
           return;
         }
-        v19 = &this->sResFireBonus;
-        *v19 += val;
-        if ( *v19 > 255 )
-          *v19 = 255;
-        v31 = 0;
-        this->PlaySound(SPEECH_91, v31);
+        this->sResFireBonus = min(this->sResFireBonus + val, 255);
+        this->PlaySound(SPEECH_91, 0);
         pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
         PlayAwardSound(uPlayerIdx);
         return;
@@ -6509,67 +6373,73 @@
             switch ( var_type )
             {
               case VAR_BodyResistanceBonus:
-                v19 = &this->sResBodyBonus;
-                break;
+                this->sResBodyBonus = min(this->sResBodyBonus + val, 255);
+                this->PlaySound(SPEECH_91, 0);
+                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
+                PlayAwardSound(uPlayerIdx);
+                return;
               case VAR_AirResistanceBonus:
-                v19 = &this->sResAirBonus;
-                break;
+                this->sResAirBonus = min(this->sResAirBonus + val, 255);
+                this->PlaySound(SPEECH_91, 0);
+                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
+                PlayAwardSound(uPlayerIdx);
+                return;
               case VAR_WaterResistanceBonus:
-                v19 = &this->sResWaterBonus;
-                break;
+                this->sResWaterBonus = min(this->sResWaterBonus + val, 255);
+                this->PlaySound(SPEECH_91, 0);
+                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
+                PlayAwardSound(uPlayerIdx);
+                return;
               case VAR_EarthResistanceBonus:
-                v19 = &this->sResEarthBonus;
-                break;
+                this->sResEarthBonus = min(this->sResEarthBonus + val, 255);
+                this->PlaySound(SPEECH_91, 0);
+                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
+                PlayAwardSound(uPlayerIdx);
+                return;
               case VAR_SpiritResistanceBonus:
-                v19 = &this->sResSpiritBonus;
+                this->sResSpiritBonus = min(this->sResSpiritBonus + val, 255);
+                this->PlaySound(SPEECH_91, 0);
+                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
+                PlayAwardSound(uPlayerIdx);
+                return;
+              case VAR_MindResistanceBonus:
+                this->sResMindBonus = min(this->sResMindBonus + val, 255);
+                this->PlaySound(SPEECH_91, 0);
+                pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
+                PlayAwardSound(uPlayerIdx);
+                return;
                 break;
               default:
-                if ( var_type != 62 )
-                  return;
-                v19 = &this->sResMindBonus;
-                break;
+                return;
             }
             *v19 += val;
             if ( *v19 > 255 )
               *v19 = 255;
-            v31 = 0;
-            this->PlaySound(SPEECH_91, v31);
+            this->PlaySound(SPEECH_91, 0);
             pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
             PlayAwardSound(uPlayerIdx);
             return;
           }
           if ( var_type == VAR_LightResistanceBonus )
           {
-            v19 = &this->sResLightBonus;
-            *v19 += val;
-            if ( *v19 > 255 )
-              *v19 = 255;
-            v31 = 0;
-            this->PlaySound(SPEECH_91, v31);
+            this->sResLightBonus = min(this->sResLightBonus + val, 255);
+            this->PlaySound(SPEECH_91, 0);
             pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
             PlayAwardSound(uPlayerIdx);
             return;
           }
           if ( var_type == VAR_DarkResistanceBonus )
           {
-            v19 = &this->sResDarkBonus;
-            *v19 += val;
-            if ( *v19 > 255 )
-              *v19 = 255;
-            v31 = 0;
-            this->PlaySound(SPEECH_91, v31);
+            this->sResDarkBonus = min(this->sResDarkBonus + val, 255);
+            this->PlaySound(SPEECH_91, 0);
             pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
             PlayAwardSound(uPlayerIdx);
             return;
           }
           if ( var_type == VAR_MagicResistanceBonus )
           {
-            v19 = &this->sResMagicBonus;
-            *v19 += val;
-            if ( *v19 > 255 )
-              *v19 = 255;
-            v31 = 0;
-            this->PlaySound(SPEECH_91, v31);
+            this->sResMagicBonus = min(this->sResMagicBonus + val, 255);
+            this->PlaySound(SPEECH_91, 0);
             pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
             PlayAwardSound(uPlayerIdx);
             return;
@@ -6642,24 +6512,13 @@
     }
     if ( !_449B57_test_bit(pParty->_autonote_bits, val) && pAutonoteTxt[val].pText )
     {
-      v34 = 1;
       this->PlaySound(SPEECH_96, 0);
 	  //v24 = pAutonoteTxt[val].eType;//dword_72371C[2 * val];
       bFlashAutonotesBook = 1;
       _506568_autonote_type = pAutonoteTxt[val].eType;
+      pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
     }
     _449B7E_toggle_bit(pParty->_autonote_bits, val, 1);
-    v3 = 1;
-    if ( v34 != 1 )
-    {
-      if ( v3 != 1 )
-        return;
-      PlayAwardSound(uPlayerIdx);
-      return;
-    }
-    pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
-    if ( v3 != 1 )
-      return;
     PlayAwardSound(uPlayerIdx);
     return;
   }
@@ -6668,17 +6527,6 @@
     if ( var_type == 307 )
     {
       pParty->uNumDeaths += val;
-      if ( v34 != 1 )
-      {
-        if ( v3 != 1 )
-          return;
-        PlayAwardSound(uPlayerIdx);
-        return;
-      }
-      pGame->pStru6Instance->SetPlayerBuffAnim(0x97u, uPlayerIdx);
-      if ( v3 != 1 )
-        return;
-      PlayAwardSound(uPlayerIdx);
       return;
     }
     switch ( var_type )